Tyron
- tyron
- tyron
- Europe/Stockholm
- Yes
- No
The inconsistent fall damage into water pools in 1.4.2 has been replaced with no fall damage at all.
That is actually worse than the inconsistent fall damage, because it breaks a considerable number of contraptions. Also this behavior is less challenging/interesting for the game.
Please undo this bugfix
Search for about 15 minutes for existing issues, but could not find something related to this
issue. When I create a new world and fly around I can find plenty of lighting glitches within minutes. Does this only happen to me?Searched for about 15 minutes for existing issues, but could not find something related to this one. When I create a new world and fly around I can find plenty of lighting glitches within minutes. Does this only happen to me?
Searched for about 15 minutes for existing issues, but could not find something related to this one. When I create a new world and fly around I can find plenty of lighting glitches within minutes. Does this only happen to me?
Searched for about 15 minutes for existing issues, but could not find something related to this one. When I create a new world and fly around I can find plenty of lighting glitches within minutes. Does this only happen to me? Or is that just something widely accepted already
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Searched for about 15 minutes for existing issues, but could not find something related to this one. When I create a new world and fly around I can find plenty of lighting glitches within minutes. Does this only happen to me? Or is that just something widely accepted already
![]()
Searched for about 15 minutes for existing issues, but could not find something related to this one. When I create a new world and fly around I can find plenty of lighting glitches within minutes. Does this only happen to me?
Minecraft 1.12 worked fine, but in Minecraft 1.13 as soon as I enter full screen mode, left mouse click buttons seem no longer reliably get recognized by the game, it takes up to 2-3 clicks in the the main menu for a button to register the mouse click.
Minecraft 1.13.1 worsened the problem, there it won't even properly register mouse clicks in windowed mode.
As mentioned the issue does not exist in 1.12. When I launch 1.12 the mouse works fine in both windowed and full screen mode.
Do let me know if i can provide any more information.
Minecraft 1.12 worked fine, but in Minecraft 1.13 as soon as I enter full screen mode, left mouse click buttons seem no longer reliably get recognized by the game, it takes up to 2-3 clicks in the the main menu for a button to register the mouse click.
Minecraft 1.13.1 worsened the problem, there it won't even properly register mouse clicks in windowed mode.
As mentioned the issue does not exist in 1.12. When I launch 1.12 the mouse works fine in both windowed and full screen mode.
This makes 1.13.1 pretty much unplayable. Please do let me know if i can provide any more information.
Based on Tyron's comment the onGround tag was invalid. As soon as it is in a block, it should have inGround:1b. The inTile tag is wrong as well, 0 means Air so it thinks the arrow is still flying (in 1.8.x the inTile tag is an empty string when it didn't hit a block). One thing which would have been interesting is if the xTile, yTile and zTile refered to a block or to air.
I can however not confirm this



> The achievements/tracking are just numbers. You can totally play without them. No gameplay elements depend on them.
The Achievements/Tracking IS a gameplay element. If this is not going to be fixed, Mojang might as well remove/disable the Achievements rather than people getting their work (trying to get all achievements) ruined after every update.
^ Above comment. You can save your world e.g. the following way
Indeed. Not a bug in my eyes either.
The fix is quite simple I think. The spawning Algo currently checks if the the block to spawn on is translucent, but instead it should check if the block has a bounding box where entities collide on.
That actually looks awesome and realistic for jungle biomes, in my humble opinion. I'd rather allow mushrooms to be placed on leaves than removing this feature. But that's such a minor thing that I would close this issue so mojang can concentrate on more relevant issues.
That is a bad glitch in my opinion. You can forever repair your diamond tools at almost no cost. Enchanting damaged tools should at least retain the damage value.
Very annoying bug indeed
Please fix it Mojang.
That would be cool if this was fixed, then we could build a semi-automatic enchanted bow farm with skeleton spawners
Did my previous comment just got deleted without any notice?
Anyhow, here a more informative comment about this issue: This one is in my opinion the most annoying bug in 1.7.x and causes unecessary lag, please fix this soon!
The issue is not just temporary, e.g. I've been having an arrow stuck in the ground in front of my house for the last 2 months now. I've restarted my server a couple of times inbetween so that did not fix it. (I'm using 1.7.4, was it perhaps fixed in 1.7.4 but broken arrows from 1.7.2 still persist or so?)
So I checked with my world save with some code. Just around my house, I'm finding over a hundred unique arrows stuck somewhere. I don't know why but all relevant arrow variables related to despawning are Zero, expect its coordinates. When I shoot new arrows, these seems to be ok though. I hope this can be of some help to someone.
One example:
found arrow with entityid 1493 (total found: 116)
motion: -0.0/0.0
arrowshake: 0
ticks in air 0
inground: 0
xtile: 56
ytile: 41
ztile: -375
life: 0
intile: 0
indata: 0
Variables printed with this (badly written) forgecode ('started' is set at FMLServerStartedEvent):
Hashtable<Integer, EntityArrow>arrows = new Hashtable<Integer, EntityArrow>(); @SubscribeEvent public void onEntityUpdate(EntityEvent event) { if (!started) return; if (event.entity instanceof EntityArrow) { EntityArrow arrow = (EntityArrow)event.entity; if ((!arrows.containsKey(arrow.getEntityId()) && arrow.posX != 0)) { System.out.println("found arrow with entityid " + arrow.getEntityId() + " (total found: " + arrows.size() + ")"); arrows.put(arrow.getEntityId(), arrow); System.out.println("motion: " + arrow.motionX + "/" + arrow.motionZ); System.out.println("arrowshake: " + arrow.arrowShake); try { Field field = EntityArrow.class.getDeclaredField("ticksInAir"); field.setAccessible(true); int ticksinair = (Integer)field.get(arrow); System.out.println("ticks in air " + ticksinair); } catch (Exception e) { System.out.println(e.getMessage()); } NBTTagCompound nbttagcompound = new NBTTagCompound(); arrow.writeEntityToNBT(nbttagcompound); System.out.println("inground: " + nbttagcompound.getByte("inGround")); System.out.println("xtile: " + nbttagcompound.getShort("xTile")); System.out.println("ytile: " + nbttagcompound.getShort("yTile")); System.out.println("ztile: " + nbttagcompound.getShort("zTile")); System.out.println("life: " + nbttagcompound.getShort("life")); System.out.println("intile: " + nbttagcompound.getByte("inTile")); System.out.println("indata: " + nbttagcompound.getByte("inData")); } } }[Edit:]
I just broke the block beneath on of the never despawning arrows and it despawned! So looks pretty surely to me like 1.7.2 arrows saved to the world don't despawn in 1.7.4. - perhaps some missing nbt data?
I'm currently trying to fix up the furnace minecart for my mod Vintagecraft - I can confirm from simple tests that Thinkofdeaths solution fixes the problem of coal powered carts slowing down after going through a curve.
In that regard, thanks for the fix Thinkofdeath!
No, it's not related to the inventory. The problem already appears in the main menu, before even getting into the game world. Plus that issue talks about mouse moving issues and not mouse clicking O_O
Why did you resolve the issue? It's still there!